mirror of
https://github.com/ZDoom/gzdoom.git
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95b264bdb6
* Feature-complete isometric mode fork. * Dithered transparency condition tweaks. * Dithered transparency for non-corpse monsters only (and missiles). * SpectatorCamera vertical shift. * Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition). * Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition). * Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy. * retrigger checks * Have correct sprite angle-frame face the camera with orthographic projection enabled. * Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code. * Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps. * Non-linux checks don't like uint. Changed to unsigned int. * Small change of a float to camera.zs. Ignore for testing. Should make no difference. * Update actor.h to remain mergeable RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
1506 lines
42 KiB
Text
1506 lines
42 KiB
Text
// for flag changer functions.
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const FLAG_NO_CHANGE = -1;
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const MAXPLAYERS = 8;
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enum EStateUseFlags
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{
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SUF_ACTOR = 1,
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SUF_OVERLAY = 2,
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SUF_WEAPON = 4,
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SUF_ITEM = 8,
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};
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// Flags for A_PainAttack
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enum EPainAttackFlags
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{
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PAF_NOSKULLATTACK = 1,
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PAF_AIMFACING = 2,
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PAF_NOTARGET = 4,
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};
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// Flags for A_VileAttack
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enum EVileAttackFlags
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{
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VAF_DMGTYPEAPPLYTODIRECT = 1,
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};
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// Flags for A_Saw
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enum ESawFlags
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{
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SF_NORANDOM = 1,
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SF_RANDOMLIGHTMISS = 2,
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SF_RANDOMLIGHTHIT = 4,
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SF_RANDOMLIGHTBOTH = 6,
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SF_NOUSEAMMOMISS = 8,
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SF_NOUSEAMMO = 16,
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SF_NOPULLIN = 32,
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SF_NOTURN = 64,
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SF_STEALARMOR = 128,
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SF_NORANDOMPUFFZ = 256,
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};
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// Flags for A_BFGSpray
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enum EBFGSprayFlags
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{
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BFGF_HURTSOURCE = 1,
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BFGF_MISSILEORIGIN = 2,
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};
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// Flags for A_SpawnProjectile
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enum ECustomMissileFlags
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{
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CMF_AIMOFFSET = 1,
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CMF_AIMDIRECTION = 2,
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CMF_TRACKOWNER = 4,
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CMF_CHECKTARGETDEAD = 8,
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CMF_ABSOLUTEPITCH = 16,
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CMF_OFFSETPITCH = 32,
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CMF_SAVEPITCH = 64,
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CMF_ABSOLUTEANGLE = 128,
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CMF_BADPITCH = 256, // for compatibility handling only - avoid!
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};
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// Flags for A_CustomBulletAttack
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enum ECustomBulletAttackFlags
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{
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CBAF_AIMFACING = 1,
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CBAF_NORANDOM = 2,
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CBAF_EXPLICITANGLE = 4,
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CBAF_NOPITCH = 8,
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CBAF_NORANDOMPUFFZ = 16,
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CBAF_PUFFTARGET = 32,
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CBAF_PUFFMASTER = 64,
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CBAF_PUFFTRACER = 128,
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};
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// Flags for A_GunFlash
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enum EGunFlashFlags
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{
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GFF_NOEXTCHANGE = 1,
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};
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// Flags for A_FireBullets
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enum EFireBulletsFlags
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{
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FBF_USEAMMO = 1,
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FBF_NORANDOM = 2,
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FBF_EXPLICITANGLE = 4,
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FBF_NOPITCH = 8,
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FBF_NOFLASH = 16,
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FBF_NORANDOMPUFFZ = 32,
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FBF_PUFFTARGET = 64,
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FBF_PUFFMASTER = 128,
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FBF_PUFFTRACER = 256,
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};
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// Flags for A_SpawnItemEx
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enum ESpawnItemFlags
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{
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SXF_TRANSFERTRANSLATION = 1 << 0,
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SXF_ABSOLUTEPOSITION = 1 << 1,
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SXF_ABSOLUTEANGLE = 1 << 2,
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SXF_ABSOLUTEMOMENTUM = 1 << 3, //Since "momentum" is declared to be deprecated in the expressions, for compatibility
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SXF_ABSOLUTEVELOCITY = 1 << 3, //purposes, this was made. It does the same thing though. Do not change the value.
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SXF_SETMASTER = 1 << 4,
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SXF_NOCHECKPOSITION = 1 << 5,
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SXF_TELEFRAG = 1 << 6,
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SXF_CLIENTSIDE = 1 << 7, // only used by Skulltag
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SXF_TRANSFERAMBUSHFLAG = 1 << 8,
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SXF_TRANSFERPITCH = 1 << 9,
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SXF_TRANSFERPOINTERS = 1 << 10,
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SXF_USEBLOODCOLOR = 1 << 11,
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SXF_CLEARCALLERTID = 1 << 12,
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SXF_MULTIPLYSPEED = 1 << 13,
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SXF_TRANSFERSCALE = 1 << 14,
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SXF_TRANSFERSPECIAL = 1 << 15,
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SXF_CLEARCALLERSPECIAL = 1 << 16,
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SXF_TRANSFERSTENCILCOL = 1 << 17,
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SXF_TRANSFERALPHA = 1 << 18,
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SXF_TRANSFERRENDERSTYLE = 1 << 19,
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SXF_SETTARGET = 1 << 20,
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SXF_SETTRACER = 1 << 21,
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SXF_NOPOINTERS = 1 << 22,
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SXF_ORIGINATOR = 1 << 23,
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SXF_TRANSFERSPRITEFRAME = 1 << 24,
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SXF_TRANSFERROLL = 1 << 25,
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SXF_ISTARGET = 1 << 26,
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SXF_ISMASTER = 1 << 27,
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SXF_ISTRACER = 1 << 28,
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};
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// Flags for A_Chase
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enum EChaseFlags
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{
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CHF_FASTCHASE = 1,
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CHF_NOPLAYACTIVE = 2,
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CHF_NIGHTMAREFAST = 4,
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CHF_RESURRECT = 8,
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CHF_DONTMOVE = 16,
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CHF_NORANDOMTURN = 32,
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CHF_NODIRECTIONTURN = 64,
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CHF_NOPOSTATTACKTURN = 128,
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CHF_STOPIFBLOCKED = 256,
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CHF_DONTIDLE = 512,
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CHF_DONTLOOKALLAROUND = 1024,
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CHF_DONTTURN = CHF_NORANDOMTURN | CHF_NOPOSTATTACKTURN | CHF_STOPIFBLOCKED
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};
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// Flags for A_LookEx
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enum ELookFlags
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{
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LOF_NOSIGHTCHECK = 1,
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LOF_NOSOUNDCHECK = 2,
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LOF_DONTCHASEGOAL = 4,
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LOF_NOSEESOUND = 8,
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LOF_FULLVOLSEESOUND = 16,
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LOF_NOJUMP = 32,
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};
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// Flags for A_Respawn
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enum ERespawnFlags
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{
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RSF_FOG = 1,
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RSF_KEEPTARGET = 2,
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RSF_TELEFRAG = 4,
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};
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// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
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enum EJumpFlags
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{
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JLOSF_PROJECTILE = 1,
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JLOSF_NOSIGHT = 1 << 1,
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JLOSF_CLOSENOFOV = 1 << 2,
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JLOSF_CLOSENOSIGHT = 1 << 3,
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JLOSF_CLOSENOJUMP = 1 << 4,
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JLOSF_DEADNOJUMP = 1 << 5,
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JLOSF_CHECKMASTER = 1 << 6,
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JLOSF_TARGETLOS = 1 << 7,
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JLOSF_FLIPFOV = 1 << 8,
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JLOSF_ALLYNOJUMP = 1 << 9,
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JLOSF_COMBATANTONLY = 1 << 10,
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JLOSF_NOAUTOAIM = 1 << 11,
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JLOSF_CHECKTRACER = 1 << 12,
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};
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// Flags for A_ChangeVelocity
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enum EChangeVelocityFlags
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{
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CVF_RELATIVE = 1,
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CVF_REPLACE = 2,
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};
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// Flags for A_WeaponReady
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enum EWeaponReadyFlags
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{
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WRF_NOBOB = 1,
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WRF_NOSWITCH = 2,
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WRF_NOPRIMARY = 4,
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WRF_NOSECONDARY = 8,
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WRF_NOFIRE = WRF_NOPRIMARY | WRF_NOSECONDARY,
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WRF_ALLOWRELOAD = 16,
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WRF_ALLOWZOOM = 32,
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WRF_DISABLESWITCH = 64,
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WRF_ALLOWUSER1 = 128,
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WRF_ALLOWUSER2 = 256,
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WRF_ALLOWUSER3 = 512,
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WRF_ALLOWUSER4 = 1024,
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};
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// Flags for A_SelectWeapon
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enum ESelectWeaponFlags
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{
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SWF_SELECTPRIORITY = 1,
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};
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// Morph constants
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enum EMorphFlags
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{
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MRF_OLDEFFECTS = 0x00000000,
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MRF_ADDSTAMINA = 0x00000001,
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MRF_FULLHEALTH = 0x00000002,
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MRF_UNDOBYTOMEOFPOWER = 0x00000004,
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MRF_UNDOBYCHAOSDEVICE = 0x00000008,
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MRF_FAILNOTELEFRAG = 0x00000010,
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MRF_FAILNOLAUGH = 0x00000020,
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MRF_WHENINVULNERABLE = 0x00000040,
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MRF_LOSEACTUALWEAPON = 0x00000080,
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MRF_NEWTIDBEHAVIOUR = 0x00000100,
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MRF_UNDOBYDEATH = 0x00000200,
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MRF_UNDOBYDEATHFORCED = 0x00000400,
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MRF_UNDOBYDEATHSAVES = 0x00000800,
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MRF_UNDOBYTIMEOUT = 0x00001000,
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MRF_UNDOALWAYS = 0x00002000,
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MRF_TRANSFERTRANSLATION = 0x00004000,
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MRF_KEEPARMOR = 0x00008000,
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MRF_IGNOREINVULN = 0x00010000,
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MRF_STANDARDUNDOING = MRF_UNDOBYTOMEOFPOWER | MRF_UNDOBYCHAOSDEVICE | MRF_UNDOBYTIMEOUT,
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};
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// Flags for A_RailAttack and A_CustomRailgun
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enum ERailFlags
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{
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RGF_SILENT = 1,
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RGF_NOPIERCING = 2,
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RGF_EXPLICITANGLE = 4,
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RGF_FULLBRIGHT = 8,
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RGF_CENTERZ = 16,
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RGF_NORANDOMPUFFZ = 32,
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};
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// Flags for A_Mushroom
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enum EMushroomFlags
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{
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MSF_Standard = 0,
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MSF_Classic = 1,
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MSF_DontHurt = 2,
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};
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// Flags for A_Explode
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enum EExplodeFlags
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{
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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XF_EXPLICITDAMAGETYPE = 8,
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XF_NOSPLASH = 16,
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XF_THRUSTZ = 32,
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XF_THRUSTLESS = 64,
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XF_NOALLIES = 128,
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XF_CIRCULAR = 256,
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};
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// Flags for A_RadiusThrust
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enum ERadiusThrustFlags
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{
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RTF_AFFECTSOURCE = 1,
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RTF_NOIMPACTDAMAGE = 2,
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RTF_NOTMISSILE = 4,
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RTF_THRUSTZ = 16,
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};
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// Flags for A_RadiusDamageSelf
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enum ERadiusDamageSelfFlags
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{
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RDSF_BFGDAMAGE = 1,
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};
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// Flags for A_Blast
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enum EBlastFlags
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{
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BF_USEAMMO = 1,
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BF_DONTWARN = 2,
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BF_AFFECTBOSSES = 4,
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BF_NOIMPACTDAMAGE = 8,
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BF_ONLYVISIBLETHINGS = 16,
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};
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// Flags for A_SeekerMissile
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enum ESeekerMissileFlags
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{
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SMF_LOOK = 1,
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SMF_PRECISE = 2,
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SMF_CURSPEED = 4,
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};
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// Flags for A_CustomPunch
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enum ECustomPunchFlags
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{
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CPF_USEAMMO = 1,
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CPF_DAGGER = 2,
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CPF_PULLIN = 4,
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CPF_NORANDOMPUFFZ = 8,
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CPF_NOTURN = 16,
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CPF_STEALARMOR = 32,
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};
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enum EFireCustomMissileFlags
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{
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FPF_AIMATANGLE = 1,
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FPF_TRANSFERTRANSLATION = 2,
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FPF_NOAUTOAIM = 4,
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};
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// Flags for A_Teleport
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enum ETeleportFlags
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{
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TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
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TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
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TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
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TF_KEEPANGLE = 0x00000010, // Keep angle.
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TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
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TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
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TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
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TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
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TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
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TF_OVERRIDE = 0x00000400, // Ignore NOTELEPORT.
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TF_SENSITIVEZ = 0x00000800, // Fail if the actor wouldn't fit in the position (for Z).
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TF_KEEPORIENTATION = TF_KEEPVELOCITY|TF_KEEPANGLE,
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TF_NOFOG = TF_NOSRCFOG|TF_NODESTFOG,
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};
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// Flags for A_WolfAttack
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enum EWolfAttackFlags
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{
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WAF_NORANDOM = 1,
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WAF_USEPUFF = 2
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};
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// Flags for A_RadiusGive
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enum ERadiusGiveFlags
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{
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RGF_GIVESELF = 1,
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RGF_PLAYERS = 1 << 1,
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RGF_MONSTERS = 1 << 2,
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RGF_OBJECTS = 1 << 3,
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RGF_VOODOO = 1 << 4,
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RGF_CORPSES = 1 << 5,
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RGF_NOTARGET = 1 << 6,
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RGF_NOTRACER = 1 << 7,
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RGF_NOMASTER = 1 << 8,
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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RGF_INCLUSIVE = 1 << 12,
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RGF_ITEMS = 1 << 13,
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RGF_KILLED = 1 << 14,
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RGF_EXFILTER = 1 << 15,
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RGF_EXSPECIES = 1 << 16,
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RGF_EITHER = 1 << 17,
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};
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// SetAnimation flags
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enum ESetAnimationFlags
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{
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SAF_INSTANT = 1 << 0,
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SAF_LOOP = 1 << 1,
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SAF_NOOVERRIDE = 1 << 2,
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};
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// Change model flags
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enum ChangeModelFlags
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{
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CMDL_WEAPONTOPLAYER = 1,
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CMDL_HIDEMODEL = 1 << 1,
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CMDL_USESURFACESKIN = 1 << 2,
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};
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// Activation flags
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enum EActivationFlags
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{
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THINGSPEC_Default = 0,
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THINGSPEC_ThingActs = 1,
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THINGSPEC_ThingTargets = 2,
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THINGSPEC_TriggerTargets = 4,
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THINGSPEC_MonsterTrigger = 8,
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THINGSPEC_MissileTrigger = 16,
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THINGSPEC_ClearSpecial = 32,
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THINGSPEC_NoDeathSpecial = 64,
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THINGSPEC_TriggerActs = 128,
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THINGSPEC_Activate = 1<<8, // The thing is activated when triggered
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THINGSPEC_Deactivate = 1<<9, // The thing is deactivated when triggered
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THINGSPEC_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
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// Shorter aliases for same
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AF_Default = 0,
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AF_ThingActs = 1,
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AF_ThingTargets = 2,
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AF_TriggerTargets = 4,
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AF_MonsterTrigger = 8,
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AF_MissileTrigger = 16,
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AF_ClearSpecial = 32,
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AF_NoDeathSpecial = 64,
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AF_TriggerActs = 128,
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AF_Activate = 1<<8, // The thing is activated when triggered
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AF_Deactivate = 1<<9, // The thing is deactivated when triggered
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AF_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
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};
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// [MC] Flags for SetViewPos.
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enum EViewPosFlags
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{
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VPSF_ABSOLUTEOFFSET = 1 << 1, // Don't include angles.
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VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
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VPSF_ALLOWOUTOFBOUNDS = 1 << 3, // Allow viewpoint to go out of bounds (hardware renderer only).
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VPSF_ORTHOGRAPHIC = 1 << 4, // Use orthographic projection (hardware renderer only).
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};
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// Flags for A_TakeInventory and A_TakeFromTarget
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enum ETakeFlags
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{
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TIF_NOTAKEINFINITE = 1
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};
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// For SetPlayerProperty action special
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enum EPlayerProperties
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{
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PROP_FROZEN = 0,
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PROP_NOTARGET = 1,
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PROP_INSTANTWEAPONSWITCH = 2,
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PROP_FLY = 3,
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PROP_TOTALLYFROZEN = 4,
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PROP_INVULNERABILITY = 5, // (Deprecated)
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PROP_STRENGTH = 6, // (Deprecated)
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PROP_INVISIBILITY = 7, // (Deprecated)
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PROP_RADIATIONSUIT = 8, // (Deprecated)
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PROP_ALLMAP = 9, // (Deprecated)
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PROP_INFRARED = 10, // (Deprecated)
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PROP_WEAPONLEVEL2 = 11, // (Deprecated)
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PROP_FLIGHT = 12, // (Deprecated)
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PROP_SPEED = 15, // (Deprecated)
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PROP_BUDDHA = 16,
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PROP_BUDDHA2 = 17,
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PROP_FRIGHTENING = 18,
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PROP_NOCLIP = 19,
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PROP_NOCLIP2 = 20,
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PROP_GODMODE = 21,
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PROP_GODMODE2 = 22,
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}
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// Line_SetBlocking
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enum EBlockFlags
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{
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BLOCKF_CREATURES = 1,
|
|
BLOCKF_MONSTERS = 2,
|
|
BLOCKF_PLAYERS = 4,
|
|
BLOCKF_FLOATERS = 8,
|
|
BLOCKF_PROJECTILES = 16,
|
|
BLOCKF_EVERYTHING = 32,
|
|
BLOCKF_RAILING = 64,
|
|
BLOCKF_USE = 128,
|
|
BLOCKF_SIGHT = 256,
|
|
BLOCKF_HITSCAN = 512,
|
|
BLOCKF_SOUND = 1024,
|
|
BLOCKF_LANDMONSTERS = 2048,
|
|
};
|
|
|
|
// Pointer constants, bitfield-enabled
|
|
enum EPointerFlags
|
|
{
|
|
AAPTR_DEFAULT = 0,
|
|
AAPTR_NULL = 0x1,
|
|
AAPTR_TARGET = 0x2,
|
|
AAPTR_MASTER = 0x4,
|
|
AAPTR_TRACER = 0x8,
|
|
|
|
AAPTR_PLAYER_GETTARGET = 0x10,
|
|
AAPTR_PLAYER_GETCONVERSATION = 0x20,
|
|
|
|
AAPTR_PLAYER1 = 0x40,
|
|
AAPTR_PLAYER2 = 0x80,
|
|
AAPTR_PLAYER3 = 0x100,
|
|
AAPTR_PLAYER4 = 0x200,
|
|
AAPTR_PLAYER5 = 0x400,
|
|
AAPTR_PLAYER6 = 0x800,
|
|
AAPTR_PLAYER7 = 0x1000,
|
|
AAPTR_PLAYER8 = 0x2000,
|
|
AAPTR_FRIENDPLAYER = 0x4000,
|
|
AAPTR_LINETARGET = 0x8000,
|
|
};
|
|
|
|
// Pointer operation flags
|
|
|
|
enum EPointerOperations
|
|
{
|
|
PTROP_UNSAFETARGET = 1,
|
|
PTROP_UNSAFEMASTER = 2,
|
|
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER,
|
|
};
|
|
|
|
// Flags for A_Warp
|
|
|
|
enum EWarpFlags
|
|
{
|
|
WARPF_ABSOLUTEOFFSET = 0x1,
|
|
WARPF_ABSOLUTEANGLE = 0x2,
|
|
WARPF_USECALLERANGLE = 0x4,
|
|
WARPF_NOCHECKPOSITION = 0x8,
|
|
WARPF_INTERPOLATE = 0x10,
|
|
WARPF_WARPINTERPOLATION = 0x20,
|
|
WARPF_COPYINTERPOLATION = 0x40,
|
|
WARPF_STOP = 0x80,
|
|
WARPF_TOFLOOR = 0x100,
|
|
WARPF_TESTONLY = 0x200,
|
|
WAPRF_ABSOLUTEPOSITION = 0x400,
|
|
WARPF_ABSOLUTEPOSITION = 0x400,
|
|
WARPF_BOB = 0x800,
|
|
WARPF_MOVEPTR = 0x1000,
|
|
WARPF_USETID = 0x2000,
|
|
WARPF_COPYVELOCITY = 0x4000,
|
|
WARPF_COPYPITCH = 0x8000,
|
|
};
|
|
|
|
// Flags for Actor.CheckMove()
|
|
|
|
enum ECheckMoveFlags
|
|
{
|
|
PCM_DROPOFF = 1,
|
|
PCM_NOACTORS = 1 << 1,
|
|
PCM_NOLINES = 1 << 2,
|
|
};
|
|
|
|
// flags for A_SetPitch/SetAngle/SetRoll
|
|
enum EAngleFlags
|
|
{
|
|
SPF_FORCECLAMP = 1,
|
|
SPF_INTERPOLATE = 2,
|
|
SPF_SCALEDNOLERP = 4,
|
|
};
|
|
|
|
// flags for A_CheckLOF
|
|
|
|
enum ELOFFlags
|
|
{
|
|
CLOFF_NOAIM_VERT = 0x1,
|
|
CLOFF_NOAIM_HORZ = 0x2,
|
|
|
|
CLOFF_JUMPENEMY = 0x4,
|
|
CLOFF_JUMPFRIEND = 0x8,
|
|
CLOFF_JUMPOBJECT = 0x10,
|
|
CLOFF_JUMPNONHOSTILE = 0x20,
|
|
|
|
CLOFF_SKIPENEMY = 0x40,
|
|
CLOFF_SKIPFRIEND = 0x80,
|
|
CLOFF_SKIPOBJECT = 0x100,
|
|
CLOFF_SKIPNONHOSTILE = 0x200,
|
|
|
|
CLOFF_MUSTBESHOOTABLE = 0x400,
|
|
|
|
CLOFF_SKIPTARGET = 0x800,
|
|
CLOFF_ALLOWNULL = 0x1000,
|
|
CLOFF_CHECKPARTIAL = 0x2000,
|
|
|
|
CLOFF_MUSTBEGHOST = 0x4000,
|
|
CLOFF_IGNOREGHOST = 0x8000,
|
|
|
|
CLOFF_MUSTBESOLID = 0x10000,
|
|
CLOFF_BEYONDTARGET = 0x20000,
|
|
|
|
CLOFF_FROMBASE = 0x40000,
|
|
CLOFF_MUL_HEIGHT = 0x80000,
|
|
CLOFF_MUL_WIDTH = 0x100000,
|
|
|
|
CLOFF_JUMP_ON_MISS = 0x200000,
|
|
CLOFF_AIM_VERT_NOOFFSET = 0x400000,
|
|
|
|
CLOFF_SETTARGET = 0x800000,
|
|
CLOFF_SETMASTER = 0x1000000,
|
|
CLOFF_SETTRACER = 0x2000000,
|
|
|
|
CLOFF_SKIPOBSTACLES = CLOFF_SKIPENEMY|CLOFF_SKIPFRIEND|CLOFF_SKIPOBJECT|CLOFF_SKIPNONHOSTILE,
|
|
CLOFF_NOAIM = CLOFF_NOAIM_VERT|CLOFF_NOAIM_HORZ
|
|
};
|
|
|
|
// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series
|
|
enum EKillFlags
|
|
{
|
|
KILS_FOILINVUL = 0x00000001,
|
|
KILS_KILLMISSILES = 0x00000002,
|
|
KILS_NOMONSTERS = 0x00000004,
|
|
KILS_FOILBUDDHA = 0x00000008,
|
|
KILS_EXFILTER = 0x00000010,
|
|
KILS_EXSPECIES = 0x00000020,
|
|
KILS_EITHER = 0x00000040,
|
|
};
|
|
|
|
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
|
|
enum EDamageFlags
|
|
{
|
|
DMSS_FOILINVUL = 0x00000001,
|
|
DMSS_AFFECTARMOR = 0x00000002,
|
|
DMSS_KILL = 0x00000004,
|
|
DMSS_NOFACTOR = 0x00000008,
|
|
DMSS_FOILBUDDHA = 0x00000010,
|
|
DMSS_NOPROTECT = 0x00000020,
|
|
DMSS_EXFILTER = 0x00000040,
|
|
DMSS_EXSPECIES = 0x00000080,
|
|
DMSS_EITHER = 0x00000100,
|
|
DMSS_INFLICTORDMGTYPE = 0x00000200,
|
|
};
|
|
|
|
// Flags for A_AlertMonsters
|
|
enum EAlertFlags
|
|
{
|
|
AMF_TARGETEMITTER = 1,
|
|
AMF_TARGETNONPLAYER = 2,
|
|
AMF_EMITFROMTARGET = 4,
|
|
}
|
|
|
|
// Flags for A_Remove*
|
|
enum ERemoveFlags
|
|
{
|
|
RMVF_MISSILES = 0x00000001,
|
|
RMVF_NOMONSTERS = 0x00000002,
|
|
RMVF_MISC = 0x00000004,
|
|
RMVF_EVERYTHING = 0x00000008,
|
|
RMVF_EXFILTER = 0x00000010,
|
|
RMVF_EXSPECIES = 0x00000020,
|
|
RMVF_EITHER = 0x00000040,
|
|
};
|
|
|
|
// Flags for A_Fade*
|
|
enum EFadeFlags
|
|
{
|
|
FTF_REMOVE = 1 << 0,
|
|
FTF_CLAMP = 1 << 1,
|
|
};
|
|
|
|
// Flags for A_Face*
|
|
enum EFaceFlags
|
|
{
|
|
FAF_BOTTOM = 1,
|
|
FAF_MIDDLE = 2,
|
|
FAF_TOP = 4,
|
|
FAF_NODISTFACTOR = 8,
|
|
};
|
|
|
|
// Flags for A_QuakeEx
|
|
enum EQuakeFlags
|
|
{
|
|
QF_RELATIVE = 1,
|
|
QF_SCALEDOWN = 1 << 1,
|
|
QF_SCALEUP = 1 << 2,
|
|
QF_MAX = 1 << 3,
|
|
QF_FULLINTENSITY = 1 << 4,
|
|
QF_WAVE = 1 << 5,
|
|
QF_3D = 1 << 6,
|
|
QF_GROUNDONLY = 1 << 7,
|
|
QF_AFFECTACTORS = 1 << 8,
|
|
QF_SHAKEONLY = 1 << 9,
|
|
QF_DAMAGEFALLOFF = 1 << 10,
|
|
};
|
|
|
|
// A_CheckProximity flags
|
|
enum EProximityFlags
|
|
{
|
|
CPXF_ANCESTOR = 1,
|
|
CPXF_LESSOREQUAL = 1 << 1,
|
|
CPXF_NOZ = 1 << 2,
|
|
CPXF_COUNTDEAD = 1 << 3,
|
|
CPXF_DEADONLY = 1 << 4,
|
|
CPXF_EXACT = 1 << 5,
|
|
CPXF_SETTARGET = 1 << 6,
|
|
CPXF_SETMASTER = 1 << 7,
|
|
CPXF_SETTRACER = 1 << 8,
|
|
CPXF_FARTHEST = 1 << 9,
|
|
CPXF_CLOSEST = 1 << 10,
|
|
CPXF_SETONPTR = 1 << 11,
|
|
CPXF_CHECKSIGHT = 1 << 12,
|
|
};
|
|
|
|
// Flags for A_CheckBlock
|
|
// These flags only affect the calling actor('s pointer), not the ones being searched.
|
|
enum ECheckBlockFlags
|
|
{
|
|
CBF_NOLINES = 1 << 0, //Don't check actors.
|
|
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
|
|
CBF_SETMASTER = 1 << 2, //^ but with master.
|
|
CBF_SETTRACER = 1 << 3, //^ but with tracer.
|
|
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
|
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
|
|
CBF_NOACTORS = 1 << 6, //Don't check actors.
|
|
CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets.
|
|
CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets.
|
|
};
|
|
|
|
enum EParticleFlags
|
|
{
|
|
SPF_FULLBRIGHT = 1 << 0,
|
|
SPF_RELPOS = 1 << 1,
|
|
SPF_RELVEL = 1 << 2,
|
|
SPF_RELACCEL = 1 << 3,
|
|
SPF_RELANG = 1 << 4,
|
|
SPF_NOTIMEFREEZE = 1 << 5,
|
|
SPF_ROLL = 1 << 6,
|
|
SPF_REPLACE = 1 << 7,
|
|
SPF_NO_XY_BILLBOARD = 1 << 8,
|
|
SPF_LOCAL_ANIM = 1 << 9,
|
|
SPF_NEGATIVE_FADESTEP = 1 << 10,
|
|
SPF_FACECAMERA = 1 << 11,
|
|
SPF_NOFACECAMERA = 1 << 12,
|
|
SPF_ROLLCENTER = 1 << 13,
|
|
SPF_NOMIPMAP = 1 << 14,
|
|
|
|
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
|
|
};
|
|
|
|
//Flags for A_FaceMovementDirection
|
|
enum EMovementFlags
|
|
{
|
|
FMDF_NOPITCH = 1 << 0,
|
|
FMDF_INTERPOLATE = 1 << 1,
|
|
FMDF_NOANGLE = 1 << 2,
|
|
};
|
|
|
|
// Flags for GetZAt
|
|
enum EZFlags
|
|
{
|
|
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
|
|
GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
|
|
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
|
|
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
|
|
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
|
|
GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
|
|
};
|
|
|
|
// Flags for A_WeaponOffset
|
|
enum EWeaponOffsetFlags
|
|
{
|
|
WOF_KEEPX = 1,
|
|
WOF_KEEPY = 1 << 1,
|
|
WOF_ADD = 1 << 2,
|
|
WOF_INTERPOLATE = 1 << 3,
|
|
WOF_RELATIVE = 1 << 4,
|
|
WOF_ZEROY = 1 << 5,
|
|
};
|
|
|
|
// Flags for psprite layers
|
|
enum EPSpriteFlags
|
|
{
|
|
PSPF_ADDWEAPON = 1 << 0,
|
|
PSPF_ADDBOB = 1 << 1,
|
|
PSPF_POWDOUBLE = 1 << 2,
|
|
PSPF_CVARFAST = 1 << 3,
|
|
PSPF_ALPHA = 1 << 4,
|
|
PSPF_RENDERSTYLE = 1 << 5,
|
|
PSPF_FLIP = 1 << 6,
|
|
PSPF_FORCEALPHA = 1 << 7,
|
|
PSPF_FORCESTYLE = 1 << 8,
|
|
PSPF_MIRROR = 1 << 9,
|
|
PSPF_PLAYERTRANSLATED = 1 << 10,
|
|
PSPF_PIVOTPERCENT = 1 << 11,
|
|
PSPF_INTERPOLATE = 1 << 12,
|
|
};
|
|
|
|
// Alignment constants for A_OverlayPivotAlign
|
|
enum EPSpriteAlign
|
|
{
|
|
PSPA_TOP = 0,
|
|
PSPA_CENTER,
|
|
PSPA_BOTTOM,
|
|
PSPA_LEFT = PSPA_TOP,
|
|
PSPA_RIGHT = 2
|
|
};
|
|
|
|
// Default psprite layers
|
|
enum EPSPLayers
|
|
{
|
|
PSP_STRIFEHANDS = -1,
|
|
PSP_WEAPON = 1,
|
|
PSP_FLASH = 1000,
|
|
PSP_TARGETCENTER = int.max - 2,
|
|
PSP_TARGETLEFT,
|
|
PSP_TARGETRIGHT
|
|
};
|
|
|
|
enum EInputFlags
|
|
{
|
|
// These are the original inputs sent by the player.
|
|
INPUT_OLDBUTTONS,
|
|
INPUT_BUTTONS,
|
|
INPUT_PITCH,
|
|
INPUT_YAW,
|
|
INPUT_ROLL,
|
|
INPUT_FORWARDMOVE,
|
|
INPUT_SIDEMOVE,
|
|
INPUT_UPMOVE,
|
|
|
|
// These are the inputs, as modified by P_PlayerThink().
|
|
// Most of the time, these will match the original inputs, but
|
|
// they can be different if a player is frozen or using a
|
|
// chainsaw.
|
|
MODINPUT_OLDBUTTONS,
|
|
MODINPUT_BUTTONS,
|
|
MODINPUT_PITCH,
|
|
MODINPUT_YAW,
|
|
MODINPUT_ROLL,
|
|
MODINPUT_FORWARDMOVE,
|
|
MODINPUT_SIDEMOVE,
|
|
MODINPUT_UPMOVE
|
|
};
|
|
|
|
enum EButtons
|
|
{
|
|
BT_ATTACK = 1<<0, // Press "Fire".
|
|
BT_USE = 1<<1, // Use button, to open doors, activate switches.
|
|
BT_JUMP = 1<<2,
|
|
BT_CROUCH = 1<<3,
|
|
BT_TURN180 = 1<<4,
|
|
BT_ALTATTACK = 1<<5, // Press your other "Fire".
|
|
BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
|
|
BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
|
|
|
|
// The rest are all ignored by the play simulation and are for scripts.
|
|
BT_SPEED = 1<<8,
|
|
BT_STRAFE = 1<<9,
|
|
|
|
BT_MOVERIGHT = 1<<10,
|
|
BT_MOVELEFT = 1<<11,
|
|
BT_BACK = 1<<12,
|
|
BT_FORWARD = 1<<13,
|
|
BT_RIGHT = 1<<14,
|
|
BT_LEFT = 1<<15,
|
|
BT_LOOKUP = 1<<16,
|
|
BT_LOOKDOWN = 1<<17,
|
|
BT_MOVEUP = 1<<18,
|
|
BT_MOVEDOWN = 1<<19,
|
|
BT_SHOWSCORES = 1<<20,
|
|
|
|
BT_USER1 = 1<<21,
|
|
BT_USER2 = 1<<22,
|
|
BT_USER3 = 1<<23,
|
|
BT_USER4 = 1<<24,
|
|
|
|
BT_RUN = 1<<25,
|
|
};
|
|
|
|
// Flags for GetAngle
|
|
enum EGetAngleFlags
|
|
{
|
|
GAF_RELATIVE = 1,
|
|
GAF_SWITCH = 1 << 1,
|
|
};
|
|
|
|
//Flags for A_CopySpriteFrame
|
|
enum ECopySpriteFrameFlags
|
|
{
|
|
CPSF_NOSPRITE = 1,
|
|
CPSF_NOFRAME = 1 << 1,
|
|
};
|
|
|
|
//Flags for A_SetMaskRotation
|
|
enum EMaskRotationFlags
|
|
{
|
|
VRF_NOANGLESTART = 1,
|
|
VRF_NOANGLEEND = 1 << 1,
|
|
VRF_NOPITCHSTART = 1 << 2,
|
|
VRF_NOPITCHEND = 1 << 3,
|
|
|
|
VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
|
|
VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
|
|
};
|
|
// Type definition for the implicit 'callingstate' parameter that gets passed to action functions.
|
|
enum EStateType
|
|
{
|
|
STATE_Actor,
|
|
STATE_Psprite,
|
|
STATE_StateChain,
|
|
}
|
|
|
|
struct FStateParamInfo
|
|
{
|
|
state mCallingState;
|
|
/*EStateType*/int mStateType;
|
|
int mPSPIndex;
|
|
}
|
|
|
|
// returned by AimLineAttack.
|
|
struct FTranslatedLineTarget
|
|
{
|
|
Actor linetarget;
|
|
double angleFromSource;
|
|
double attackAngleFromSource;
|
|
bool unlinked; // found by a trace that went through an unlinked portal.
|
|
|
|
native void TraceBleed(int damage, Actor missile);
|
|
}
|
|
|
|
enum EAimFlags
|
|
{
|
|
ALF_FORCENOSMART = 1,
|
|
ALF_CHECK3D = 2,
|
|
ALF_CHECKNONSHOOTABLE = 4,
|
|
ALF_CHECKCONVERSATION = 8,
|
|
ALF_NOFRIENDS = 16,
|
|
ALF_PORTALRESTRICT = 32, // only work through portals with a global offset (to be used for stuff that cannot remember the calculated FTranslatedLineTarget info)
|
|
ALF_NOWEAPONCHECK = 64, // ignore NOAUTOAIM flag on a player's weapon.
|
|
}
|
|
|
|
enum ELineAttackFlags
|
|
{
|
|
LAF_ISMELEEATTACK = 1,
|
|
LAF_NORANDOMPUFFZ = 1 << 1,
|
|
LAF_NOIMPACTDECAL = 1 << 2,
|
|
LAF_NOINTERACT = 1 << 3,
|
|
LAF_TARGETISSOURCE = 1 << 4,
|
|
LAF_OVERRIDEZ = 1 << 5,
|
|
LAF_ABSOFFSET = 1 << 6,
|
|
LAF_ABSPOSITION = 1 << 7,
|
|
}
|
|
|
|
enum ELineTraceFlags
|
|
{
|
|
TRF_ABSPOSITION = 1,
|
|
TRF_ABSOFFSET = 2,
|
|
TRF_THRUSPECIES = 4,
|
|
TRF_THRUACTORS = 8,
|
|
TRF_THRUBLOCK = 16,
|
|
TRF_THRUHITSCAN = 32,
|
|
TRF_NOSKY = 64,
|
|
TRF_ALLACTORS = 128,
|
|
TRF_SOLIDACTORS = 256,
|
|
TRF_BLOCKUSE = 512,
|
|
TRF_BLOCKSELF = 1024,
|
|
}
|
|
|
|
const DEFMELEERANGE = 64;
|
|
const SAWRANGE = (64.+(1./65536.)); // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
|
|
const MISSILERANGE = (32*64);
|
|
const PLAYERMISSILERANGE = 8192; // [RH] New MISSILERANGE for players
|
|
|
|
enum ESightFlags
|
|
{
|
|
SF_IGNOREVISIBILITY=1,
|
|
SF_SEEPASTSHOOTABLELINES=2,
|
|
SF_SEEPASTBLOCKEVERYTHING=4,
|
|
SF_IGNOREWATERBOUNDARY=8
|
|
}
|
|
|
|
enum EDmgFlags
|
|
{
|
|
DMG_NO_ARMOR = 1,
|
|
DMG_INFLICTOR_IS_PUFF = 2,
|
|
DMG_THRUSTLESS = 4,
|
|
DMG_FORCED = 8,
|
|
DMG_NO_FACTOR = 16,
|
|
DMG_PLAYERATTACK = 32,
|
|
DMG_FOILINVUL = 64,
|
|
DMG_FOILBUDDHA = 128,
|
|
DMG_NO_PROTECT = 256,
|
|
DMG_USEANGLE = 512,
|
|
DMG_NO_PAIN = 1024,
|
|
DMG_EXPLOSION = 2048,
|
|
DMG_NO_ENHANCE = 4096,
|
|
}
|
|
|
|
enum EReplace
|
|
{
|
|
NO_REPLACE = 0,
|
|
ALLOW_REPLACE = 1
|
|
}
|
|
|
|
// This translucency value produces the closest match to Heretic's TINTTAB.
|
|
// ~40% of the value of the overlaid image shows through.
|
|
const HR_SHADOW = (0x6800 / 65536.);
|
|
// Hexen's TINTTAB is the same as Heretic's, just reversed.
|
|
const HX_SHADOW = (0x9800 / 65536.);
|
|
const HX_ALTSHADOW = (0x6800 / 65536.);
|
|
|
|
enum EMapThingFlags
|
|
{
|
|
MTF_AMBUSH = 0x0008, // Thing is deaf
|
|
MTF_DORMANT = 0x0010, // Thing is dormant (use Thing_Activate)
|
|
|
|
MTF_SINGLE = 0x0100, // Thing appears in single-player games
|
|
MTF_COOPERATIVE = 0x0200, // Thing appears in cooperative games
|
|
MTF_DEATHMATCH = 0x0400, // Thing appears in deathmatch games
|
|
|
|
MTF_SHADOW = 0x0800,
|
|
MTF_ALTSHADOW = 0x1000,
|
|
MTF_FRIENDLY = 0x2000,
|
|
MTF_STANDSTILL = 0x4000,
|
|
MTF_STRIFESOMETHING = 0x8000,
|
|
|
|
MTF_SECRET = 0x080000, // Secret pickup
|
|
MTF_NOINFIGHTING = 0x100000,
|
|
MTF_NOCOUNT = 0x200000, // Removes COUNTKILL/COUNTITEM
|
|
};
|
|
|
|
enum ESkillProperty
|
|
{
|
|
SKILLP_FastMonsters,
|
|
SKILLP_Respawn,
|
|
SKILLP_RespawnLimit,
|
|
SKILLP_DisableCheats,
|
|
SKILLP_AutoUseHealth,
|
|
SKILLP_SpawnFilter,
|
|
SKILLP_EasyBossBrain,
|
|
SKILLP_ACSReturn,
|
|
SKILLP_NoPain,
|
|
SKILLP_EasyKey,
|
|
SKILLP_SlowMonsters,
|
|
SKILLP_Infight,
|
|
SKILLP_PlayerRespawn,
|
|
SKILLP_SpawnMulti,
|
|
SKILLP_InstantReaction,
|
|
};
|
|
enum EFSkillProperty // floating point properties
|
|
{
|
|
SKILLP_AmmoFactor,
|
|
SKILLP_DropAmmoFactor,
|
|
SKILLP_ArmorFactor,
|
|
SKILLP_HealthFactor,
|
|
SKILLP_DamageFactor,
|
|
SKILLP_Aggressiveness,
|
|
SKILLP_MonsterHealth,
|
|
SKILLP_FriendlyHealth,
|
|
SKILLP_KickbackFactor,
|
|
};
|
|
|
|
enum EWeaponPos
|
|
{
|
|
WEAPONBOTTOM = 128,
|
|
WEAPONTOP = 32
|
|
}
|
|
|
|
enum ETranslationTable
|
|
{
|
|
TRANSLATION_Invalid,
|
|
TRANSLATION_Players,
|
|
TRANSLATION_PlayersExtra,
|
|
TRANSLATION_Standard,
|
|
TRANSLATION_LevelScripted,
|
|
TRANSLATION_Decals,
|
|
TRANSLATION_PlayerCorpses,
|
|
TRANSLATION_Decorate,
|
|
TRANSLATION_Blood,
|
|
TRANSLATION_RainPillar,
|
|
TRANSLATION_Custom,
|
|
};
|
|
|
|
enum EFindFloorCeiling
|
|
{
|
|
FFCF_ONLYSPAWNPOS = 1,
|
|
FFCF_SAMESECTOR = 2,
|
|
FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
|
|
FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
|
|
FFCF_NOPORTALS = 16, // ignore portals (considers them impassable.)
|
|
FFCF_NOFLOOR = 32,
|
|
FFCF_NOCEILING = 64,
|
|
FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
|
|
FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
|
|
};
|
|
|
|
enum ERaise
|
|
{
|
|
RF_TRANSFERFRIENDLINESS = 1,
|
|
RF_NOCHECKPOSITION = 2
|
|
}
|
|
|
|
enum eFogParm
|
|
{
|
|
FOGP_DENSITY = 0,
|
|
FOGP_OUTSIDEDENSITY = 1,
|
|
FOGP_SKYFOG = 2,
|
|
}
|
|
|
|
enum ETeleport
|
|
{
|
|
TELF_DESTFOG = 1,
|
|
TELF_SOURCEFOG = 2,
|
|
TELF_KEEPORIENTATION = 4,
|
|
TELF_KEEPVELOCITY = 8,
|
|
TELF_KEEPHEIGHT = 16,
|
|
TELF_ROTATEBOOM = 32,
|
|
TELF_ROTATEBOOMINVERSE = 64,
|
|
};
|
|
|
|
enum EGameType
|
|
{
|
|
GAME_Any = 0,
|
|
GAME_Doom = 1,
|
|
GAME_Heretic = 2,
|
|
GAME_Hexen = 4,
|
|
GAME_Strife = 8,
|
|
GAME_Chex = 16, //Chex is basically Doom, but we need to have a different set of actors.
|
|
|
|
GAME_Raven = GAME_Heretic|GAME_Hexen,
|
|
GAME_DoomChex = GAME_Doom|GAME_Chex,
|
|
GAME_DoomStrifeChex = GAME_Doom|GAME_Strife|GAME_Chex
|
|
}
|
|
|
|
enum PaletteFlashFlags
|
|
{
|
|
PF_HEXENWEAPONS = 1,
|
|
PF_POISON = 2,
|
|
PF_ICE = 4,
|
|
PF_HAZARD = 8,
|
|
};
|
|
|
|
enum EGameAction
|
|
{
|
|
ga_nothing,
|
|
ga_loadlevel,
|
|
ga_newgame,
|
|
ga_newgame2,
|
|
ga_recordgame,
|
|
ga_loadgame,
|
|
ga_loadgamehidecon,
|
|
ga_loadgameplaydemo,
|
|
ga_autoloadgame,
|
|
ga_savegame,
|
|
ga_autosave,
|
|
ga_playdemo,
|
|
ga_completed,
|
|
ga_slideshow,
|
|
ga_worlddone,
|
|
ga_screenshot,
|
|
ga_togglemap,
|
|
ga_fullconsole,
|
|
};
|
|
|
|
enum EPuffFlags
|
|
{
|
|
PF_HITTHING = 1,
|
|
PF_MELEERANGE = 2,
|
|
PF_TEMPORARY = 4,
|
|
PF_HITTHINGBLEED = 8,
|
|
PF_NORANDOMZ = 16,
|
|
PF_HITSKY = 32
|
|
};
|
|
|
|
enum EPlayerCheats
|
|
{
|
|
CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
|
|
CF_GODMODE = 1 << 1, // No damage, no health loss.
|
|
CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
|
|
CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
|
|
CF_FLY = 1 << 4, // [RH] Flying player
|
|
CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
|
|
CF_FROZEN = 1 << 6, // [RH] Don't let the player move
|
|
CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
|
|
CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
|
|
CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
|
|
CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
|
|
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
|
|
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
|
|
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
|
|
CF_INTERPVIEWANGLES = 1 << 15, // [MR] flag for interpolating view angles without interpolating the entire frame
|
|
CF_NOFOVINTERP = 1 << 16, // [B] Disable FOV interpolation when instantly zooming
|
|
CF_SCALEDNOLERP = 1 << 17, // [MR] flag for applying angles changes in the ticrate without interpolating the frame
|
|
CF_NOVIEWPOSINTERP = 1 << 18, // Disable view position interpolation.
|
|
|
|
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
|
|
|
|
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
|
|
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
|
|
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
|
|
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
|
|
|
|
// These flags no longer exist, but keep the names for some stray mod that might have used them.
|
|
CF_DRAIN = 0,
|
|
CF_HIGHJUMP = 0,
|
|
CF_REFLECTION = 0,
|
|
CF_PROSPERITY = 0,
|
|
CF_DOUBLEFIRINGSPEED= 0,
|
|
CF_INFINITEAMMO = 0,
|
|
};
|
|
|
|
enum EWeaponState
|
|
{
|
|
WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack
|
|
WF_WEAPONBOBBING = 1 << 1, // [HW] Bob weapon while the player is moving
|
|
WF_WEAPONREADYALT = 1 << 2, // Weapon can fire its secondary attack
|
|
WF_WEAPONSWITCHOK = 1 << 3, // It is okay to switch away from this weapon
|
|
WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely
|
|
WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
|
|
WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
|
|
WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
|
|
WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
|
|
WF_USER2OK = 1 << 9,
|
|
WF_USER3OK = 1 << 10,
|
|
WF_USER4OK = 1 << 11,
|
|
};
|
|
|
|
// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
|
|
// currently, no renderer supports every single one of these features.
|
|
enum ActorRenderFeatureFlag
|
|
{
|
|
RFF_FLATSPRITES = 1<<0, // flat sprites
|
|
RFF_MODELS = 1<<1, // 3d models
|
|
RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
|
|
RFF_TILTPITCH = 1<<3, // full free-look
|
|
RFF_ROLLSPRITES = 1<<4, // roll sprites
|
|
RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
|
|
RFF_MATSHADER = 1<<6, // material shaders
|
|
RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
|
|
RFF_BRIGHTMAP = 1<<8, // brightmaps
|
|
RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
|
|
RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
|
|
RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
|
|
RFF_VOXELS = 1<<12, // renderer is capable of voxels
|
|
};
|
|
|
|
// Special activation types
|
|
enum SPAC
|
|
{
|
|
SPAC_Cross = 1<<0, // when player crosses line
|
|
SPAC_Use = 1<<1, // when player uses line
|
|
SPAC_MCross = 1<<2, // when monster crosses line
|
|
SPAC_Impact = 1<<3, // when projectile hits line
|
|
SPAC_Push = 1<<4, // when player pushes line
|
|
SPAC_PCross = 1<<5, // when projectile crosses line
|
|
SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
|
|
// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
|
|
SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
|
|
SPAC_MUse = 1<<8, // monsters can use
|
|
SPAC_MPush = 1<<9, // monsters can push
|
|
SPAC_UseBack = 1<<10, // Can be used from the backside
|
|
SPAC_Damage = 1<<11, // [ZZ] when linedef receives damage
|
|
SPAC_Death = 1<<12, // [ZZ] when linedef receives damage and has 0 health
|
|
|
|
SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
|
|
};
|
|
|
|
enum RadiusDamageFlags
|
|
{
|
|
RADF_HURTSOURCE = 1,
|
|
RADF_NOIMPACTDAMAGE = 2,
|
|
RADF_SOURCEISSPOT = 4,
|
|
RADF_NODAMAGE = 8,
|
|
RADF_THRUSTZ = 16,
|
|
RADF_OLDRADIUSDAMAGE = 32,
|
|
RADF_THRUSTLESS = 64,
|
|
RADF_NOALLIES = 128,
|
|
RADF_CIRCULAR = 256
|
|
};
|
|
|
|
enum IntermissionSequenceType
|
|
{
|
|
FSTATE_EndingGame = 0,
|
|
FSTATE_ChangingLevel = 1,
|
|
FSTATE_InLevel = 2
|
|
};
|
|
|
|
enum Bobbing
|
|
{
|
|
Bob_Normal,
|
|
Bob_Inverse,
|
|
Bob_Alpha,
|
|
Bob_InverseAlpha,
|
|
Bob_Smooth,
|
|
Bob_InverseSmooth
|
|
};
|
|
|
|
enum EFinishLevelType
|
|
{
|
|
FINISH_SameHub,
|
|
FINISH_NextHub,
|
|
FINISH_NoHub
|
|
};
|
|
|
|
enum EChangeLevelFlags
|
|
{
|
|
CHANGELEVEL_KEEPFACING = 1,
|
|
CHANGELEVEL_RESETINVENTORY = 2,
|
|
CHANGELEVEL_NOMONSTERS = 4,
|
|
CHANGELEVEL_CHANGESKILL = 8,
|
|
CHANGELEVEL_NOINTERMISSION = 16,
|
|
CHANGELEVEL_RESETHEALTH = 32,
|
|
CHANGELEVEL_PRERAISEWEAPON = 64,
|
|
};
|
|
|
|
enum ELevelFlags
|
|
{
|
|
LEVEL_NOINTERMISSION = 0x00000001,
|
|
LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.
|
|
LEVEL_DOUBLESKY = 0x00000004,
|
|
LEVEL_HASFADETABLE = 0x00000008, // Level uses Hexen's fadetable mapinfo to get fog
|
|
|
|
LEVEL_MAP07SPECIAL = 0x00000010,
|
|
LEVEL_BRUISERSPECIAL = 0x00000020,
|
|
LEVEL_CYBORGSPECIAL = 0x00000040,
|
|
LEVEL_SPIDERSPECIAL = 0x00000080,
|
|
|
|
LEVEL_SPECLOWERFLOOR = 0x00000100,
|
|
LEVEL_SPECOPENDOOR = 0x00000200,
|
|
LEVEL_SPECLOWERFLOORTOHIGHEST=0x00000300,
|
|
LEVEL_SPECACTIONSMASK = 0x00000300,
|
|
|
|
LEVEL_MONSTERSTELEFRAG = 0x00000400,
|
|
LEVEL_ACTOWNSPECIAL = 0x00000800,
|
|
LEVEL_SNDSEQTOTALCTRL = 0x00001000,
|
|
LEVEL_FORCETILEDSKY = 0x00002000,
|
|
|
|
LEVEL_CROUCH_NO = 0x00004000,
|
|
LEVEL_JUMP_NO = 0x00008000,
|
|
LEVEL_FREELOOK_NO = 0x00010000,
|
|
LEVEL_FREELOOK_YES = 0x00020000,
|
|
|
|
// The absence of both of the following bits means that this level does not
|
|
// use falling damage (though damage can be forced with dmflags,.
|
|
LEVEL_FALLDMG_ZD = 0x00040000, // Level uses ZDoom's falling damage
|
|
LEVEL_FALLDMG_HX = 0x00080000, // Level uses Hexen's falling damage
|
|
|
|
LEVEL_HEADSPECIAL = 0x00100000, // Heretic episode 1/4
|
|
LEVEL_MINOTAURSPECIAL = 0x00200000, // Heretic episode 2/5
|
|
LEVEL_SORCERER2SPECIAL = 0x00400000, // Heretic episode 3
|
|
LEVEL_SPECKILLMONSTERS = 0x00800000,
|
|
|
|
LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
|
|
LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
|
|
LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
|
|
LEVEL_USEPLAYERSTARTZ = 0x08000000, // Use the Z position of player starts
|
|
|
|
LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
|
|
LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
|
|
LEVEL_CHANGEMAPCHEAT = 0x40000000, // Don't display cluster messages
|
|
LEVEL_VISITED = 0x80000000, // Used for intermission map
|
|
|
|
// The flags uint64_t is now split into 2 DWORDs
|
|
LEVEL2_RANDOMPLAYERSTARTS = 0x00000001, // Select single player starts randomnly (no voodoo dolls)
|
|
LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level
|
|
|
|
LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed
|
|
LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
|
|
|
|
LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
|
|
LEVEL2_NEEDCLUSTERTEXT = 0x00000020, // A map with this flag needs to retain its cluster intermission texts when being redefined in UMAPINFO
|
|
|
|
LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
|
|
|
|
LEVEL2_PRERAISEWEAPON = 0x00000080, // players should spawn with their weapons fully raised (but not when respawning it multiplayer)
|
|
LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
|
|
LEVEL2_CLIPMIDTEX = 0x00000200,
|
|
LEVEL2_WRAPMIDTEX = 0x00000400,
|
|
|
|
LEVEL2_CHECKSWITCHRANGE = 0x00000800,
|
|
|
|
LEVEL2_PAUSE_MUSIC_IN_MENUS = 0x00001000,
|
|
LEVEL2_TOTALINFIGHTING = 0x00002000,
|
|
LEVEL2_NOINFIGHTING = 0x00004000,
|
|
|
|
LEVEL2_NOMONSTERS = 0x00008000,
|
|
LEVEL2_INFINITE_FLIGHT = 0x00010000,
|
|
|
|
LEVEL2_ALLOWRESPAWN = 0x00020000,
|
|
|
|
LEVEL2_FORCETEAMPLAYON = 0x00040000,
|
|
LEVEL2_FORCETEAMPLAYOFF = 0x00080000,
|
|
|
|
LEVEL2_CONV_SINGLE_UNFREEZE = 0x00100000,
|
|
LEVEL2_NOCLUSTERTEXT = 0x00200000, // ignore intermission texts fro clusters. This gets set when UMAPINFO is used to redefine its properties.
|
|
LEVEL2_DUMMYSWITCHES = 0x00400000,
|
|
LEVEL2_HEXENHACK = 0x00800000, // Level was defined in a Hexen style MAPINFO
|
|
|
|
LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
|
|
LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
|
|
LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
|
|
LEVEL2_RESETHEALTH = 0x08000000, // Resets player health when starting this level (unless in a hub)
|
|
|
|
LEVEL2_NOSTATISTICS = 0x10000000, // This level should not have statistics collected
|
|
LEVEL2_ENDGAME = 0x20000000, // This is an epilogue level that cannot be quit.
|
|
LEVEL2_NOAUTOSAVEHINT = 0x40000000, // tell the game that an autosave for this level does not need to be kept
|
|
LEVEL2_FORGETSTATE = 0x80000000, // forget this map's state in a hub
|
|
|
|
// More flags!
|
|
LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
|
|
LEVEL3_REMOVEITEMS = 0x00000002, // kills all INVBAR items on map change.
|
|
LEVEL3_ATTENUATE = 0x00000004, // attenuate lights?
|
|
LEVEL3_NOLIGHTFADE = 0x00000008, // no light fading to black.
|
|
LEVEL3_NOCOLOREDSPRITELIGHTING = 0x00000010, // draw sprites only with color-less light
|
|
LEVEL3_EXITNORMALUSED = 0x00000020,
|
|
LEVEL3_EXITSECRETUSED = 0x00000040,
|
|
LEVEL3_FORCEWORLDPANNING = 0x00000080, // Forces the world panning flag for all textures, even those without it explicitly set.
|
|
LEVEL3_HIDEAUTHORNAME = 0x00000100,
|
|
LEVEL3_PROPERMONSTERFALLINGDAMAGE = 0x00000200, // Properly apply falling damage to the monsters
|
|
LEVEL3_SKYBOXAO = 0x00000400, // Apply SSAO to sector skies
|
|
LEVEL3_E1M8SPECIAL = 0x00000800,
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LEVEL3_E2M8SPECIAL = 0x00001000,
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LEVEL3_E3M8SPECIAL = 0x00002000,
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LEVEL3_E4M8SPECIAL = 0x00004000,
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LEVEL3_E4M6SPECIAL = 0x00008000,
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LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
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LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
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LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
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LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
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};
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// [RH] Compatibility flags.
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enum ECompatFlags
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{
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COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
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COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
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COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls?
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COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally?
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COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall?
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COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time?
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COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun?
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COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor?
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COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
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COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
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COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
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COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
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COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
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COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
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COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
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COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
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COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
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COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
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COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
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COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
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COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
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COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
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COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
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|
COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
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COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
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COMPATF_CORPSEGIBS = 1 << 25, // only needed for some hypothetical mod checking this flag.
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COMPATF_VILEGHOSTS = 1 << 25, // Crushed monsters are resurrected as ghosts.
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|
COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
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COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
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|
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
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|
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
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COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
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COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures
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|
|
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COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
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COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
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|
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
|
|
COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
|
|
COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
|
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COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
|
|
COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
|
|
COMPATF2_CHECKSWITCHRANGE = 1 << 7, // Enable buggy CheckSwitchRange behavior
|
|
COMPATF2_EXPLODE1 = 1 << 8, // No vertical explosion thrust
|
|
COMPATF2_EXPLODE2 = 1 << 9, // Use original explosion code throughout.
|
|
COMPATF2_RAILING = 1 << 10, // Bugged Strife railings.
|
|
COMPATF2_SCRIPTWAIT = 1 << 11, // Use old scriptwait implementation where it doesn't wait on a non-running script.
|
|
COMPATF2_AVOID_HAZARDS = 1 << 12, // another MBF thing.
|
|
COMPATF2_STAYONLIFT = 1 << 13, // yet another MBF thing.
|
|
COMPATF2_NOMBF21 = 1 << 14, // disable MBF21 features that may clash with certain maps
|
|
COMPATF2_VOODOO_ZOMBIES = 1 << 15, // allow playerinfo, playerpawn, and voodoo health to all be different, and allow monster targetting of 'dead' players that have positive health
|
|
};
|
|
|
|
const M_E = 2.7182818284590452354; // e
|
|
const M_LOG2E = 1.4426950408889634074; // log_2 e
|
|
const M_LOG10E = 0.43429448190325182765; // log_10 e
|
|
const M_LN2 = 0.69314718055994530942; // log_e 2
|
|
const M_LN10 = 2.30258509299404568402; // log_e 10
|
|
const M_PI = 3.14159265358979323846; // pi
|
|
const M_PI_2 = 1.57079632679489661923; // pi/2
|
|
const M_PI_4 = 0.78539816339744830962; // pi/4
|
|
const M_1_PI = 0.31830988618379067154; // 1/pi
|
|
const M_2_PI = 0.63661977236758134308; // 2/pi
|
|
const M_2_SQRTPI = 1.12837916709551257390; // 2/sqrt(pi)
|
|
const M_SQRT2 = 1.41421356237309504880; // sqrt(2)
|
|
const M_SQRT1_2 = 0.70710678118654752440; // 1/sqrt(2)
|
|
|
|
// Used by Actor.FallAndSink
|
|
const WATER_SINK_FACTOR = 0.125;
|
|
const WATER_SINK_SMALL_FACTOR = 0.25;
|
|
const WATER_SINK_SPEED = 0.5;
|
|
const WATER_JUMP_SPEED = 3.5;
|
|
|
|
|
|
// for SetModelFlag/ClearModelFlag
|
|
enum EModelFlags
|
|
{
|
|
// [BB] Color translations for the model skin are ignored. This is
|
|
// useful if the skin texture is not using the game palette.
|
|
MDL_IGNORETRANSLATION = 1<<0,
|
|
MDL_PITCHFROMMOMENTUM = 1<<1,
|
|
MDL_ROTATING = 1<<2,
|
|
MDL_INTERPOLATEDOUBLEDFRAMES = 1<<3,
|
|
MDL_NOINTERPOLATION = 1<<4,
|
|
MDL_USEACTORPITCH = 1<<5,
|
|
MDL_USEACTORROLL = 1<<6,
|
|
MDL_BADROTATION = 1<<7,
|
|
MDL_DONTCULLBACKFACES = 1<<8,
|
|
MDL_USEROTATIONCENTER = 1<<9,
|
|
MDL_NOPERPIXELLIGHTING = 1<<10, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects.
|
|
MDL_SCALEWEAPONFOV = 1<<11, // scale weapon view model with higher user FOVs
|
|
MDL_MODELSAREATTACHMENTS = 1<<12, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0
|
|
MDL_CORRECTPIXELSTRETCH = 1<<13, // ensure model does not distort with pixel stretch when pitch/roll is applied
|
|
MDL_FORCECULLBACKFACES = 1<<14,
|
|
};
|